// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _STATUS_H_
#define _STATUS_H_

struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;

/**
 * Max Refine available to your server
 * Changing this limit requires edits to refine_db.txt
 */
#ifdef RENEWAL
	#define MAX_REFINE 20
#else
	#define MAX_REFINE 10
#endif

// Refine type
enum refine_type {
	REFINE_TYPE_ARMOR	= 0,
	REFINE_TYPE_WEAPON1	= 1,
	REFINE_TYPE_WEAPON2	= 2,
	REFINE_TYPE_WEAPON3	= 3,
	REFINE_TYPE_WEAPON4	= 4,
	REFINE_TYPE_MAX		= 5
};

// Get refine chance
int status_get_refine_chance(enum refine_type wlv, int refine);

// Flags to be used with status_change_start and status_get_sc_def
// NOTE: When updating this enum, also update the documentation in doc/script_commands.txt and the constants
enum scstart_flag {
	SCFLAG_NONE             = 0x00, // No special behavior
	SCFLAG_NOAVOID          = 0x01, // Cannot be avoided (it has to start)
	SCFLAG_FIXEDTICK        = 0x02, // Tick should not be reduced (by vit, luk, lv, etc)
	SCFLAG_LOADED           = 0x04, // sc_data was loaded, no value has to be altered
	SCFLAG_FIXEDRATE        = 0x08, // Rate should not be reduced (not evaluated in status_change_start, but in some calls to other functions)
	SCFLAG_NOICON           = 0x10, // Status icon (SI) should not be sent
	SCFLAG_KNOCKBACK_IMMUNE = 0x20, // Immune to knockback
	SCFLAG_ALL = SCFLAG_NONE|SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_LOADED|SCFLAG_FIXEDRATE|SCFLAG_NOICON|SCFLAG_KNOCKBACK_IMMUNE
};

// Status changes listing. These code are for use by the server
typedef enum sc_type {
	SC_NONE = -1,

	//First we enumerate common status ailments which are often used around
	SC_STONE = 0,
	SC_COMMON_MIN = 0, //Begin
	SC_FREEZE,
	SC_STUN,
	SC_SLEEP,
	SC_POISON,
	SC_CURSE,
	SC_SILENCE,
	SC_CONFUSION,
	SC_BLIND,
	SC_BLEEDING,
	SC_DPOISON, //10
	SC_COMMON_MAX = 10, //End

	//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future
	SC_PROVOKE = 20,
	SC_ENDURE,
	SC_TWOHANDQUICKEN,
	SC_CONCENTRATE,
	SC_HIDING,
	SC_CLOAKING,
	SC_ENCPOISON,
	SC_POISONREACT,
	SC_QUAGMIRE,
	SC_ANGELUS,
	SC_BLESSING, //30
	SC_SIGNUMCRUCIS,
	SC_INCREASEAGI,
	SC_DECREASEAGI,
	SC_SLOWPOISON,
	SC_IMPOSITIO  ,
	SC_SUFFRAGIUM,
	SC_ASPERSIO,
	SC_BENEDICTIO,
	SC_KYRIE,
	SC_MAGNIFICAT, //40
	SC_GLORIA,
	SC_AETERNA,
	SC_ADRENALINE,
	SC_WEAPONPERFECTION,
	SC_OVERTHRUST,
	SC_MAXIMIZEPOWER,
	SC_TRICKDEAD,
	SC_LOUD,
	SC_ENERGYCOAT,
	SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon
	SC_BROKENWEAPON,
	SC_HALLUCINATION,
	SC_WEIGHT50,
	SC_WEIGHT90,
	SC_ASPDPOTION0,
	SC_ASPDPOTION1,
	SC_ASPDPOTION2,
	SC_ASPDPOTION3,
	SC_SPEEDUP0,
	SC_SPEEDUP1, //60
	SC_ATKPOTION,
	SC_MATKPOTION,
	SC_WEDDING,
	SC_SLOWDOWN,
	SC_ANKLE,
	SC_KEEPING,
	SC_BARRIER,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR, //70
	SC_STRIPHELM,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	SC_AUTOGUARD,
	SC_REFLECTSHIELD,
	SC_SPLASHER,
	SC_PROVIDENCE,
	SC_DEFENDER, //80
	SC_MAGICROD,
	SC_SPELLBREAKER,
	SC_AUTOSPELL,
	SC_SIGHTTRASHER,
	SC_AUTOBERSERK,
	SC_SPEARQUICKEN,
	SC_AUTOCOUNTER,
	SC_SIGHT,
	SC_SAFETYWALL,
	SC_RUWACH, //90
	SC_EXTREMITYFIST,
	SC_EXPLOSIONSPIRITS,
	SC_COMBO,
	SC_BLADESTOP_WAIT,
	SC_BLADESTOP,
	SC_FIREWEAPON,
	SC_WATERWEAPON,
	SC_WINDWEAPON,
	SC_EARTHWEAPON,
	SC_VOLCANO, //100,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_WATK_ELEMENT,
	SC_ARMOR,
	SC_ARMOR_ELEMENT,
	SC_NOCHAT,
	SC_BABY,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION, //110
	SC_TENSIONRELAX,
	SC_BERSERK,
	SC_FURY,
	SC_GOSPEL,
	SC_ASSUMPTIO,
	SC_BASILICA,
	SC_GUILDAURA,
	SC_MAGICPOWER,
	SC_EDP,
	SC_TRUESIGHT, //120
	SC_WINDWALK,
	SC_MELTDOWN,
	SC_CARTBOOST,
	SC_CHASEWALK,
	SC_REJECTSWORD,
	SC_MARIONETTE,
	SC_MARIONETTE2,
	SC_CHANGEUNDEAD,
	SC_JOINTBEAT,
	SC_MINDBREAKER, //130
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	SC_DEVOTION,
	SC_SACRIFICE,
	SC_STEELBODY,
	SC_ORCISH,
	SC_READYSTORM,
	SC_READYDOWN,
	SC_READYTURN, //140
	SC_READYCOUNTER,
	SC_DODGE,
	SC_RUN,
	SC_SHADOWWEAPON,
	SC_ADRENALINE2,
	SC_GHOSTWEAPON,
	SC_KAIZEL,
	SC_KAAHI,
	SC_KAUPE,
	SC_ONEHAND, //150
	SC_PRESERVE,
	SC_BATTLEORDERS,
	SC_REGENERATION,
	SC_DOUBLECAST,
	SC_GRAVITATION,
	SC_MAXOVERTHRUST,
	SC_LONGING,
	SC_HERMODE,
	SC_SHRINK,
	SC_SIGHTBLASTER, //160
	SC_WINKCHARM,
	SC_CLOSECONFINE,
	SC_CLOSECONFINE2,
	SC_DANCING,
	SC_ELEMENTALCHANGE,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
	SC_NIBELUNGEN,
	SC_ROKISWEIL, //170
	SC_INTOABYSS,
	SC_SIEGFRIED,
	SC_WHISTLE,
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	SC_MODECHANGE,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE, //180
	SC_SERVICE4U,
	SC_STOP, //Prevents inflicted chars from walking [Skotlex]
	SC_SPURT,
	SC_SPIRIT,
	SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1
	SC_INTRAVISION,
	SC_INCALLSTATUS,
	SC_INCSTR,
	SC_INCAGI,
	SC_INCVIT, //190
	SC_INCINT,
	SC_INCDEX,
	SC_INCLUK,
	SC_INCHIT,
	SC_INCHITRATE,
	SC_INCFLEE,
	SC_INCFLEERATE,
	SC_INCMHPRATE,
	SC_INCMSPRATE,
	SC_INCATKRATE, //200
	SC_INCMATKRATE,
	SC_INCDEFRATE,
	SC_STRFOOD,
	SC_AGIFOOD,
	SC_VITFOOD,
	SC_INTFOOD,
	SC_DEXFOOD,
	SC_LUKFOOD,
	SC_HITFOOD,
	SC_FLEEFOOD, //210
	SC_BATKFOOD,
	SC_WATKFOOD,
	SC_MATKFOOD,
	SC_SCRESIST, //Increases resistance to status changes.
	SC_XMAS, // Xmas Suit [Valaris]
	SC_WARM, //SG skills [Komurka]
	SC_SUN_COMFORT,
	SC_MOON_COMFORT,
	SC_STAR_COMFORT,
	SC_FUSION, //220
	SC_SKILLRATE_UP,
	SC_SKE,
	SC_KAITE,
	SC_SWOO, // [marquis007]
	SC_SKA, // [marquis007]
	SC_EARTHSCROLL,
	SC_MIRACLE, //SG 'hidden' skill [Komurka]
	SC_MADNESSCANCEL,
	SC_ADJUSTMENT,
	SC_INCREASING,  //230
	SC_GATLINGFEVER,
	SC_TATAMIGAESHI,
	SC_UTSUSEMI,
	SC_BUNSINJYUTSU,
	SC_KAENSIN,
	SC_SUITON,
	SC_NEN,
	SC_KNOWLEDGE,
	SC_SMA,
	SC_FLING,	//240
	SC_AVOID,
	SC_CHANGE,
	SC_BLOODLUST,
	SC_FLEET,
	SC_SPEED,
	SC_DEFENCE,
	SC_INCASPDRATE,
	SC_INCFLEE2 = 248,
	SC_JAILED,
	SC_ENCHANTARMS,	//250
	SC_MAGICALATTACK,
	SC_ARMORCHANGE,
	SC_CRITICALWOUND,
	SC_MAGICMIRROR,
	SC_SLOWCAST,
	SC_SUMMER,
	SC_EXPBOOST,
	SC_ITEMBOOST,
	SC_BOSSMAPINFO,
	SC_LIFEINSURANCE, //260
	SC_INCCRI,
	//SC_INCDEF,
	//SC_INCBASEATK = 263,
	//SC_FASTCAST,
	SC_MDEF_RATE = 265,
	//SC_HPREGEN,
	SC_INCHEALRATE = 267,
	SC_PNEUMA,
	SC_AUTOTRADE,
	SC_KSPROTECTED, //270
	SC_ARMOR_RESIST = 271,
	SC_SPCOST_RATE,
	SC_COMMONSC_RESIST,
	SC_SEVENWIND,
	SC_DEF_RATE,
	//SC_SPREGEN,
	SC_WALKSPEED = 277,

	// Mercenary Only Bonus Effects
	SC_MERC_FLEEUP,
	SC_MERC_ATKUP,
	SC_MERC_HPUP, //280
	SC_MERC_SPUP,
	SC_MERC_HITUP,
	SC_MERC_QUICKEN,

	SC_REBIRTH,
	//SC_SKILLCASTRATE, //285
	//SC_DEFRATIOATK,
	//SC_HPDRAIN,
	//SC_SKILLATKBONUS,
	SC_ITEMSCRIPT = 289,
	SC_S_LIFEPOTION, //290
	SC_L_LIFEPOTION,
	SC_JEXPBOOST,
	//SC_IGNOREDEF,
	SC_HELLPOWER = 294,
	SC_INVINCIBLE, //295
	SC_INVINCIBLEOFF,
	SC_MANU_ATK,
	SC_MANU_DEF,
	SC_SPL_ATK,
	SC_SPL_DEF, //300
	SC_MANU_MATK,
	SC_SPL_MATK,
	SC_FOOD_STR_CASH,
	SC_FOOD_AGI_CASH,
	SC_FOOD_VIT_CASH,
	SC_FOOD_DEX_CASH,
	SC_FOOD_INT_CASH,
	SC_FOOD_LUK_CASH,//308
	/**
	 * 3rd
	 */
	SC_FEAR,//309
	SC_BURNING,//310
	SC_FREEZING,//311
	/**
	 * Rune Knight
	 */
	SC_ENCHANTBLADE,//312
	SC_DEATHBOUND,//313
	SC_MILLENNIUMSHIELD,
	SC_CRUSHSTRIKE,//315
	SC_REFRESH,
	SC_REUSE_REFRESH,
	SC_GIANTGROWTH,
	SC_STONEHARDSKIN,
	SC_VITALITYACTIVATION,//320
	SC_STORMBLAST,
	SC_FIGHTINGSPIRIT,
	SC_ABUNDANCE,
	/**
	 * Arch Bishop
	 */
	SC_ADORAMUS,
	SC_EPICLESIS,//325
	SC_ORATIO,
	SC_LAUDAAGNUS,
	SC_LAUDARAMUS,
	SC_RENOVATIO,
	SC_EXPIATIO,//330
	SC_DUPLELIGHT,
	SC_SECRAMENT,
	/**
	 * Warlock
	 */
	SC_WHITEIMPRISON,
	SC_MARSHOFABYSS,
	SC_RECOGNIZEDSPELL,//335
	SC_STASIS,
	SC_SPHERE_1,
	SC_SPHERE_2,
	SC_SPHERE_3,
	SC_SPHERE_4,//340
	SC_SPHERE_5,
	SC_READING_SB,
	SC_FREEZE_SP,
	/**
	 * Ranger
	 */
	SC_FEARBREEZE,
	SC_ELECTRICSHOCKER,//345
	SC_WUGDASH,
	SC_BITE,
	SC_CAMOUFLAGE,
	/**
	 * Mechanic
	 */
	SC_ACCELERATION,
	SC_HOVERING,//350
	SC_SHAPESHIFT,
	SC_INFRAREDSCAN,
	SC_ANALYZE,
	SC_MAGNETICFIELD,
	SC_NEUTRALBARRIER,//355
	SC_NEUTRALBARRIER_MASTER,
	SC_STEALTHFIELD,
	SC_STEALTHFIELD_MASTER,
	SC_OVERHEAT,
	SC_OVERHEAT_LIMITPOINT,//360
	/**
	 * Guillotine Cross
	 */
	SC_VENOMIMPRESS,
	SC_POISONINGWEAPON,
	SC_WEAPONBLOCKING,
	SC_CLOAKINGEXCEED,
	SC_HALLUCINATIONWALK,//365
	SC_HALLUCINATIONWALK_POSTDELAY,
	SC_ROLLINGCUTTER,
	SC_TOXIN,
	SC_PARALYSE,
	SC_VENOMBLEED,//370
	SC_MAGICMUSHROOM,
	SC_DEATHHURT,
	SC_PYREXIA,
	SC_OBLIVIONCURSE,
	SC_LEECHESEND,//375
	/**
	 * Royal Guard
	 */
	SC_REFLECTDAMAGE,
	SC_FORCEOFVANGUARD,
	SC_SHIELDSPELL_DEF,
	SC_SHIELDSPELL_MDEF,
	SC_SHIELDSPELL_REF,//380
	SC_EXEEDBREAK,
	SC_PRESTIGE,
	SC_BANDING,
	SC_BANDING_DEFENCE,
	SC_EARTHDRIVE,//385
	SC_INSPIRATION,
	/**
	 * Sorcerer
	 */
	SC_SPELLFIST,
	SC_CRYSTALIZE,
	SC_STRIKING,
	SC_WARMER,//390
	SC_VACUUM_EXTREME,
	SC_PROPERTYWALK,
	/**
	 * Minstrel / Wanderer
	 */
	SC_SWINGDANCE,
	SC_SYMPHONYOFLOVER,
	SC_MOONLITSERENADE,//395
	SC_RUSHWINDMILL,
	SC_ECHOSONG,
	SC_HARMONIZE,
	SC_VOICEOFSIREN,
	SC_DEEPSLEEP,//400
	SC_SIRCLEOFNATURE,
	SC_GLOOMYDAY,
	SC_GLOOMYDAY_SK,
	SC_SONGOFMANA,
	SC_DANCEWITHWUG,//405
	SC_SATURDAYNIGHTFEVER,
	SC_LERADSDEW,
	SC_MELODYOFSINK,
	SC_BEYONDOFWARCRY,
	SC_UNLIMITEDHUMMINGVOICE,//410
	SC_SITDOWN_FORCE,
	SC_NETHERWORLD,
	/**
	 * Sura
	 */
	SC_CRESCENTELBOW,
	SC_CURSEDCIRCLE_ATKER,
	SC_CURSEDCIRCLE_TARGET,
	SC_LIGHTNINGWALK,//416
	SC_RAISINGDRAGON,
	SC_GT_ENERGYGAIN,
	SC_GT_CHANGE,
	SC_GT_REVITALIZE,
	/**
	 * Genetic
	 */
	SC_GN_CARTBOOST,//421
	SC_THORNSTRAP,
	SC_BLOODSUCKER,
	SC_SMOKEPOWDER,
	SC_TEARGAS,
	SC_MANDRAGORA,//426
	SC_STOMACHACHE,
	SC_MYSTERIOUS_POWDER,
	SC_MELON_BOMB,
	SC_BANANA_BOMB,
	SC_BANANA_BOMB_SITDOWN,//431
	SC_SAVAGE_STEAK,
	SC_COCKTAIL_WARG_BLOOD,
	SC_MINOR_BBQ,
	SC_SIROMA_ICE_TEA,
	SC_DROCERA_HERB_STEAMED,//436
	SC_PUTTI_TAILS_NOODLES,
	SC_BOOST500,
	SC_FULL_SWING_K,
	SC_MANA_PLUS,
	SC_MUSTLE_M,//441
	SC_LIFE_FORCE_F,
	SC_EXTRACT_WHITE_POTION_Z,
	SC_VITATA_500,
	SC_EXTRACT_SALAMINE_JUICE,
	/**
	 * Shadow Chaser
	 */
	SC__REPRODUCE,//446
	SC__AUTOSHADOWSPELL,
	SC__SHADOWFORM,
	SC__BODYPAINT,
	SC__INVISIBILITY,
	SC__DEADLYINFECT,//451
	SC__ENERVATION,
	SC__GROOMY,
	SC__IGNORANCE,
	SC__LAZINESS,
	SC__UNLUCKY,//456
	SC__WEAKNESS,
	SC__STRIPACCESSORY,
	SC__MANHOLE,
	SC__BLOODYLUST,
	SC__MAELSTROM,//461
	
	/**
	 * Elemental Spirits
	 */
	SC_CIRCLE_OF_FIRE,
	SC_CIRCLE_OF_FIRE_OPTION,
	SC_FIRE_CLOAK,
	SC_FIRE_CLOAK_OPTION,
	SC_WATER_SCREEN,//466
	SC_WATER_SCREEN_OPTION,
	SC_WATER_DROP,
	SC_WATER_DROP_OPTION,
	SC_WATER_BARRIER,
	SC_WIND_STEP,//471
	SC_WIND_STEP_OPTION,
	SC_WIND_CURTAIN,
	SC_WIND_CURTAIN_OPTION,
	SC_ZEPHYR,
	SC_SOLID_SKIN,//476
	SC_SOLID_SKIN_OPTION,
	SC_STONE_SHIELD,
	SC_STONE_SHIELD_OPTION,
	SC_POWER_OF_GAIA,
	SC_PYROTECHNIC,//481
	SC_PYROTECHNIC_OPTION,
	SC_HEATER,
	SC_HEATER_OPTION,
	SC_TROPIC,
	SC_TROPIC_OPTION,//486
	SC_AQUAPLAY,
	SC_AQUAPLAY_OPTION,
	SC_COOLER,
	SC_COOLER_OPTION,
	SC_CHILLY_AIR,//491
	SC_CHILLY_AIR_OPTION,
	SC_GUST,
	SC_GUST_OPTION,
	SC_BLAST,
	SC_BLAST_OPTION,//496
	SC_WILD_STORM,
	SC_WILD_STORM_OPTION,
	SC_PETROLOGY,
	SC_PETROLOGY_OPTION,
	SC_CURSED_SOIL,//501
	SC_CURSED_SOIL_OPTION,
	SC_UPHEAVAL,
	SC_UPHEAVAL_OPTION,
	SC_TIDAL_WEAPON,
	SC_TIDAL_WEAPON_OPTION,//506
	SC_ROCK_CRUSHER,
	SC_ROCK_CRUSHER_ATK,
	/* Guild Aura */
	SC_LEADERSHIP,
	SC_GLORYWOUNDS,
	SC_SOULCOLD, //511
	SC_HAWKEYES,
	/* ... */
	SC_ODINS_POWER,
	SC_RAID,
	/* Sorcerer .extra */
	SC_FIRE_INSIGNIA,
	SC_WATER_INSIGNIA,
	SC_WIND_INSIGNIA, //517
	SC_EARTH_INSIGNIA,
	/* New pushcart */
	SC_PUSH_CART,
	/* Warlock Spell books */
	SC_SPELLBOOK1,
	SC_SPELLBOOK2,
	SC_SPELLBOOK3,
	SC_SPELLBOOK4,
	SC_SPELLBOOK5,
	SC_SPELLBOOK6, //525
/**
 * In official server there are only 7 maximum number of spell books that can be memorized
 * To increase the maximum value just add another status type before SC_MAXSPELLBOOK (ex. SC_SPELLBOOK7, SC_SPELLBOOK8 and so on)
 */
	SC_MAXSPELLBOOK,
	/* Max HP & SP */
	SC_INCMHP,
	SC_INCMSP,
	SC_PARTYFLEE, // 529
	/**
	* Kagerou & Oboro [malufett]
	*/
	SC_MEIKYOUSISUI, // 530
	SC_JYUMONJIKIRI,
	SC_KYOUGAKU,
	SC_IZAYOI,
	SC_ZENKAI,
	SC_KAGEHUMI,
	SC_KYOMU,
	SC_KAGEMUSYA,
	SC_ZANGETSU,
	SC_GENSOU,
	SC_AKAITSUKI, // 540
	
	//Homon S
	SC_STYLE_CHANGE,
	SC_TINDER_BREAKER,
	SC_TINDER_BREAKER2,
	SC_CBC,
	SC_EQC,
	SC_GOLDENE_FERSE,
	SC_ANGRIFFS_MODUS,
	SC_OVERED_BOOST,        
	SC_LIGHT_OF_REGENE,
	SC_ASH, // 550
	SC_GRANITIC_ARMOR,
	SC_MAGMA_FLOW,
	SC_PYROCLASTIC,
	SC_PARALYSIS,
	SC_PAIN_KILLER,
	SC_EXTREMITYFIST2,

	SC_DARKCROW,
	SC_FULL_THROTTLE,
	SC_REBOUND,
	SC_UNLIMIT,
	SC_KINGS_GRACE,
	SC_TELEKINESIS_INTENSE,
	SC_OFFERTORIUM,
	SC_FRIGG_SONG,

	SC_HANBOK,
	SC_MONSTER_TRANSFORM,
	SC_ANGEL_PROTECT,
	SC_ILLUSIONDOPING,
	SC_FLASHCOMBO,
	SC_DEATHBOUND_POSTDELAY,
	SC__FEINTBOMB,

	//Vellum Weapon reductions
	SC_DEFSET,
	SC_MDEFSET,

	SC_ALL_RIDING,

	SC_MTF_ASPD,
	SC_MTF_RANGEATK,
	SC_MTF_MATK,
	SC_MTF_MLEATKED,
	SC_MTF_CRIDAMAGE,

	//Headgears with special animations through status
	SC_MOONSTAR,
	SC_SUPER_STAR,

	SC_HEAT_BARREL,
	SC_HEAT_BARREL_AFTER,
	SC_P_ALTER,
	SC_E_CHAIN,
	SC_C_MARKER,
	SC_ANTI_M_BLAST,
	SC_B_TRAP,
	SC_H_MINE,
	SC_QD_SHOT_READY,

	SC_OKTOBERFEST,
	SC_STRANGELIGHTS,
	SC_DECORATION_OF_MUSIC,
	SC_QUEST_BUFF1,
	SC_QUEST_BUFF2,
	SC_QUEST_BUFF3,
	SC_TEARGAS_SOB,
	SC_CRIFOOD,
	SC_CHASEWALK2,
	SC_FALLENEMPIRE,
	SC_NETHERWORLD_POSTDELAY,
	SC_MTF_ASPD2,
	SC_MTF_RANGEATK2,
	SC_MTF_MATK2,
	SC_2011RWC_SCROLL,
	SC_JP_EVENT04,

	//2014 Halloween Event
	SC_MTF_MHP,
	SC_MTF_MSP,
	SC_MTF_PUMPKIN,
	SC_MTF_HITFLEE,

	SC_PROMOTE_HEALTH_RESERCH,
	SC_ENERGY_DRINK_RESERCH,

	SC_NORECOVER_STATE,

	SC_VACUUM_EXTREME_POSTDELAY,

	SC_ATTHASTE_CASH,

	//Item delay
	SC_REUSE_LIMIT_A,
	SC_REUSE_LIMIT_B,
	SC_REUSE_LIMIT_C,
	SC_REUSE_LIMIT_D,
	SC_REUSE_LIMIT_E,
	SC_REUSE_LIMIT_F,
	SC_REUSE_LIMIT_G,
	SC_REUSE_LIMIT_H,
	SC_REUSE_MILLENNIUMSHIELD,
	SC_REUSE_CRUSHSTRIKE,
	SC_REUSE_STORMBLAST,
	SC_ALL_RIDING_REUSE_LIMIT,
	SC_REUSE_LIMIT_MTF,
	SC_REUSE_LIMIT_ECL,
	SC_REUSE_LIMIT_RECALL,
	SC_REUSE_LIMIT_ASPD_POTION,
	SC_MAX, //Automatically updated max, used in for's to check we are within bounds
} sc_type;

// Official status change ids, used to display status icons on the client.
enum si_type {
	SI_BLANK		= -1,
	SI_PROVOKE		= 0,
	SI_ENDURE		= 1,
	SI_TWOHANDQUICKEN	= 2,
	SI_CONCENTRATE		= 3,
	SI_HIDING		= 4,
	SI_CLOAKING		= 5,
	SI_ENCPOISON		= 6,
	SI_POISONREACT		= 7,
	SI_QUAGMIRE		= 8,
	SI_ANGELUS		= 9,
	SI_BLESSING		= 10,
	SI_SIGNUMCRUCIS		= 11,
	SI_INCREASEAGI		= 12,
	SI_DECREASEAGI		= 13,
	SI_SLOWPOISON		= 14,
	SI_IMPOSITIO  		= 15,
	SI_SUFFRAGIUM		= 16,
	SI_ASPERSIO		= 17,
	SI_BENEDICTIO		= 18,
	SI_KYRIE		= 19,
	SI_MAGNIFICAT		= 20,
	SI_GLORIA		= 21,
	SI_AETERNA		= 22,
	SI_ADRENALINE		= 23,
	SI_WEAPONPERFECTION	= 24,
	SI_OVERTHRUST		= 25,
	SI_MAXIMIZEPOWER	= 26,
	SI_RIDING		= 27,
	SI_FALCON		= 28,
	SI_TRICKDEAD		= 29,
	SI_LOUD			= 30,
	SI_ENERGYCOAT		= 31,
	SI_BROKENARMOR		= 32,
	SI_BROKENWEAPON		= 33,
	SI_HALLUCINATION	= 34,
	SI_WEIGHT50 		= 35,
	SI_WEIGHT90		= 36,
	SI_ASPDPOTION0		= 37,
	SI_ASPDPOTION1 = 38,
	SI_ASPDPOTION2 = 39,
	SI_ASPDPOTIONINFINITY = 40,
	SI_SPEEDPOTION1		= 41,
	//SI_MOVHASTE_INFINITY		= 42,
	SI_AUTOCOUNTER = 43,
	SI_SPLASHER = 44,
	SI_ANKLESNARE = 45,
	SI_ACTIONDELAY		= 46,
	//SI_NOACTION = 47,
	//SI_IMPOSSIBLEPICKUP = 48,
	SI_BARRIER = 49,
	SI_STRIPWEAPON		= 50,
	SI_STRIPSHIELD		= 51,
	SI_STRIPARMOR		= 52,
	SI_STRIPHELM		= 53,
	SI_CP_WEAPON		= 54,
	SI_CP_SHIELD		= 55,
	SI_CP_ARMOR		= 56,
	SI_CP_HELM		= 57,
	SI_AUTOGUARD		= 58,
	SI_REFLECTSHIELD	= 59,
	SI_DEVOTION = 60,
	SI_PROVIDENCE		= 61,
	SI_DEFENDER		= 62,
	SI_MAGICROD = 63,
	//SI_WEAPONPROPERTY = 64,
	SI_AUTOSPELL		= 65,
	//SI_SPECIALZONE = 66,
	//SI_MASK = 67,
	SI_SPEARQUICKEN		= 68,
	SI_BDPLAYING = 69,
	SI_WHISTLE = 70,
	SI_ASSASSINCROSS = 71,
	SI_POEMBRAGI = 72,
	SI_APPLEIDUN = 73,
	SI_HUMMING = 74,
	SI_DONTFORGETME = 75,
	SI_FORTUNEKISS = 76,
	SI_SERVICEFORYOU = 77,
	SI_RICHMANKIM = 78,
	SI_ETERNALCHAOS = 79,
	SI_DRUMBATTLEFIELD = 80,
	SI_RINGNIBELUNGEN = 81,
	SI_ROKISWEIL = 82,
	SI_INTOABYSS = 83,
	SI_SIEGFRIED = 84,
	SI_BLADESTOP = 85,
	SI_EXPLOSIONSPIRITS	= 86,
	SI_STEELBODY		= 87,
	SI_EXTREMITYFIST = 88,
	//SI_COMBOATTACK = 89,
	SI_FIREWEAPON		= 90,
	SI_WATERWEAPON		= 91,
	SI_WINDWEAPON		= 92,
	SI_EARTHWEAPON		= 93,
	//SI_MAGICATTACK = 94,
	SI_STOP			= 95,
	//SI_WEAPONBRAKER = 96,
	SI_UNDEAD		= 97,
	//SI_POWERUP = 98,
	//SI_AGIUP = 99,
	//SI_SIEGEMODE = 100,
	//SI_INVISIBLE = 101,
	//SI_STATUSONE = 102,
	SI_AURABLADE		= 103,
	SI_PARRYING		= 104,
	SI_CONCENTRATION	= 105,
	SI_TENSIONRELAX		= 106,
	SI_BERSERK		= 107,
	//SI_SACRIFICE = 108,
	SI_GOSPEL = 109,
	SI_ASSUMPTIO		= 110,
	SI_BASILICA = 111,
	SI_LANDENDOW		= 112,
	SI_MAGICPOWER		= 113,
	SI_EDP			= 114,
	SI_TRUESIGHT		= 115,
	SI_WINDWALK		= 116,
	SI_MELTDOWN		= 117,
	SI_CARTBOOST		= 118,
	SI_CHASEWALK = 119,
	SI_REJECTSWORD		= 120,
	SI_MARIONETTE		= 121,
	SI_MARIONETTE2		= 122,
	SI_MOONLIT		= 123,
	SI_BLEEDING		= 124,
	SI_JOINTBEAT		= 125,
	SI_MINDBREAKER = 126,
	SI_MEMORIZE = 127,
	SI_FOGWALL = 128,
	SI_SPIDERWEB = 129,
	SI_BABY			= 130,
	//SI_SUB_WEAPONPROPERTY = 131,
	SI_AUTOBERSERK		= 132,
	SI_RUN			= 133,
	SI_BUMP			= 134,
	SI_READYSTORM		= 135,
	//SI_STORMKICK_READY = 136,
	SI_READYDOWN		= 137,
	//SI_DOWNKICK_READY = 138,
	SI_READYTURN		= 139,
	//SI_TURNKICK_READY = 140,
	SI_READYCOUNTER		= 141,
	//SI_COUNTER_READY = 142,
	SI_DODGE		= 143,
	//SI_DODGE_READY = 144,
	SI_SPURT		= 145,
	SI_SHADOWWEAPON		= 146,
	SI_ADRENALINE2		= 147,
	SI_GHOSTWEAPON		= 148,
	SI_SPIRIT		= 149,
	SI_PLUSATTACKPOWER = 150,
	SI_PLUSMAGICPOWER = 151,
	SI_DEVIL		= 152,
	SI_KAITE		= 153,
	SI_SWOO = 154,
	//SI_STAR2 = 155,
	SI_KAIZEL		= 156,
	SI_KAAHI		= 157,
	SI_KAUPE		= 158,
	SI_SMA			= 159,
	SI_NIGHT		= 160,
	SI_ONEHAND		= 161,
	//SI_FRIEND = 162,
	//SI_FRIENDUP = 163,
	//SI_SG_WARM = 164,
	SI_WARM			= 165,
	//166 | The three show the exact same display: ultra red character (165, 166, 167)
	//167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
	//SI_EMOTION = 168,
	SI_SUN_COMFORT		= 169,
	SI_MOON_COMFORT		= 170,
	SI_STAR_COMFORT		= 171,
	//SI_EXPUP = 172,
	SI_GDSKILL_BATTLEORDER = 173,
	SI_GDSKILL_REGENERATION = 174,
	//SI_GDSKILL_POSTDELAY = 175,
	//SI_RESISTHANDICAP = 176,
	//SI_MAXHPPERCENT = 177,
	//SI_MAXSPPERCENT = 178,
	//SI_DEFENCE = 179,
	//SI_SLOWDOWN = 180,
	SI_PRESERVE			= 181,
	SI_CHASEWALK2		= 182,
	//SI_NOT_EXTREMITYFIST = 183,
	SI_INTRAVISION		= 184,
	//SI_MOVESLOW_POTION = 185,
	SI_DOUBLECAST		= 186,
	SI_GRAVITATION	= 187,
	SI_MAXOVERTHRUST	= 188,
	SI_LONGING = 189,
	SI_HERMODE = 190,
	SI_TAROT		= 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
	//SI_HLIF_AVOID = 192,
	//SI_HFLI_FLEET = 193,
	//SI_HFLI_SPEED = 194,
	//SI_HLIF_CHANGE = 195,
	//SI_HAMI_BLOODLUST = 196,
	SI_SHRINK		= 197,
	SI_SIGHTBLASTER		= 198,
	SI_WINKCHARM		= 199,
	SI_CLOSECONFINE		= 200,
	SI_CLOSECONFINE2	= 201,
	//SI_DISABLEMOVE = 202,
	SI_MADNESSCANCEL	= 203,	//[blackhole89]
	SI_GATLINGFEVER		= 204,
	SI_EARTHSCROLL = 205,
	SI_UTSUSEMI		= 206,
	SI_BUNSINJYUTSU		= 207,
	SI_NEN			= 208,
	SI_ADJUSTMENT		= 209,
	SI_ACCURACY		= 210,
	//SI_NJ_SUITON = 211,
	//SI_PET = 212,
	//SI_MENTAL = 213,
	//SI_EXPMEMORY = 214,
	//SI_PERFORMANCE = 215,
	//SI_GAIN = 216,
	//SI_GRIFFON = 217,
	//SI_DRIFT = 218,
	//SI_WALLSHIFT = 219,
	//SI_REINCARNATION = 220,
	//SI_PATTACK = 221,
	//SI_PSPEED = 222,
	//SI_PDEFENSE = 223,
	//SI_PCRITICAL = 224,
	//SI_RANKING = 225,
	//SI_PTRIPLE = 226,
	//SI_DENERGY = 227,
	//SI_WAVE1 = 228,
	//SI_WAVE2 = 229,
	//SI_WAVE3 = 230,
	//SI_WAVE4 = 231,
	//SI_DAURA = 232,
	//SI_DFREEZER = 233,
	//SI_DPUNISH = 234,
	//SI_DBARRIER = 235,
	//SI_DWARNING = 236,
	//SI_MOUSEWHEEL = 237,
	//SI_DGAUGE = 238,
	//SI_DACCEL = 239,
	//SI_DBLOCK = 240,
	SI_FOODSTR		= 241,
	SI_FOODAGI		= 242,
	SI_FOODVIT		= 243,
	SI_FOODDEX		= 244,
	SI_FOODINT		= 245,
	SI_FOODLUK		= 246,
	SI_FOODFLEE		= 247,
	SI_FOODHIT		= 248,
	SI_FOODCRI		= 249,
	SI_EXPBOOST		= 250,
	SI_LIFEINSURANCE	= 251,
	SI_ITEMBOOST		= 252,
	SI_BOSSMAPINFO		= 253,
	//SI_DA_ENERGY = 254,
	//SI_DA_FIRSTSLOT = 255,
	//SI_DA_HEADDEF = 256,
	//SI_DA_SPACE = 257,
	//SI_DA_TRANSFORM = 258,
	//SI_DA_ITEMREBUILD = 259,
	//SI_DA_ILLUSION = 260, //All mobs display as Turtle General
	//SI_DA_DARKPOWER = 261,
	//SI_DA_EARPLUG = 262,
	//SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
	//SI_DA_BLACK = 264, //For short time blurry screen
	//SI_DA_MAGICCART = 265,
	//SI_CRYSTAL = 266,
	//SI_DA_REBUILD = 267,
	//SI_DA_EDARKNESS = 268,
	//SI_DA_EGUARDIAN = 269,
	//SI_DA_TIMEOUT = 270,
	SI_FOOD_STR_CASH = 271,
	SI_FOOD_AGI_CASH = 272,
	SI_FOOD_VIT_CASH = 273,
	SI_FOOD_DEX_CASH = 274,
	SI_FOOD_INT_CASH = 275,
	SI_FOOD_LUK_CASH = 276,
	SI_MERC_FLEEUP	= 277,
	SI_MERC_ATKUP	= 278,
	SI_MERC_HPUP	= 279,
	SI_MERC_SPUP	= 280,
	SI_MERC_HITUP	= 281,
	SI_SLOWCAST		= 282,
	//SI_MAGICMIRROR = 283,
	//SI_STONESKIN = 284,
	//SI_ANTIMAGIC = 285,
	SI_CRITICALWOUND	= 286,
	//SI_NPC_DEFENDER = 287,
	//SI_NOACTION_WAIT = 288,
	SI_MOVHASTE_HORSE = 289,
	SI_DEF_RATE		= 290,
	SI_MDEF_RATE	= 291,
	SI_INCHEALRATE	= 292,
	SI_S_LIFEPOTION = 293,
	SI_L_LIFEPOTION = 294,
	SI_INCCRI		= 295,
	SI_PLUSAVOIDVALUE = 296,
	//SI_ATKER_ASPD = 297,
	//SI_TARGET_ASPD = 298,
	//SI_ATKER_MOVESPEED = 299,
	SI_ATKER_BLOOD = 300,
	SI_TARGET_BLOOD = 301,
	SI_ARMOR_PROPERTY = 302,
	SI_REUSE_LIMIT_A = 303,
	SI_HELLPOWER = 304,
	SI_STEAMPACK = 305,
	SI_REUSE_LIMIT_B = 306,
	SI_REUSE_LIMIT_C = 307,
	SI_REUSE_LIMIT_D = 308,
	SI_REUSE_LIMIT_E = 309,
	SI_REUSE_LIMIT_F = 310,
	SI_INVINCIBLE = 311,
	SI_CASH_PLUSONLYJOBEXP = 312,
	SI_PARTYFLEE = 313,
	SI_ANGEL_PROTECT = 314,
	SI_ENDURE_MDEF = 315,
	SI_ENCHANTBLADE = 316,
	SI_DEATHBOUND = 317,
	SI_REFRESH = 318,
	SI_GIANTGROWTH = 319,
	SI_STONEHARDSKIN = 320,
	SI_VITALITYACTIVATION = 321,
	SI_FIGHTINGSPIRIT = 322,
	SI_ABUNDANCE = 323,
	SI_REUSE_MILLENNIUMSHIELD = 324,
	SI_REUSE_CRUSHSTRIKE = 325,
	SI_REUSE_REFRESH = 326,
	SI_REUSE_STORMBLAST = 327,
	SI_VENOMIMPRESS = 328,
	SI_EPICLESIS = 329,
	SI_ORATIO = 330,
	SI_LAUDAAGNUS = 331,
	SI_LAUDARAMUS = 332,
	SI_CLOAKINGEXCEED = 333,
	SI_HALLUCINATIONWALK = 334,
	SI_HALLUCINATIONWALK_POSTDELAY = 335,
	SI_RENOVATIO = 336,
	SI_WEAPONBLOCKING = 337,
	SI_WEAPONBLOCKING_POSTDELAY = 338,
	SI_ROLLINGCUTTER = 339,
	SI_EXPIATIO = 340,
	SI_POISONINGWEAPON = 341,
	SI_TOXIN = 342,
	SI_PARALYSE = 343,
	SI_VENOMBLEED = 344,
	SI_MAGICMUSHROOM = 345,
	SI_DEATHHURT = 346,
	SI_PYREXIA = 347,
	SI_OBLIVIONCURSE = 348,
	SI_LEECHESEND = 349,
	SI_DUPLELIGHT = 350,
	SI_FROSTMISTY = 351,
	SI_FEARBREEZE = 352,
	SI_ELECTRICSHOCKER = 353,
	SI_MARSHOFABYSS = 354,
	SI_RECOGNIZEDSPELL = 355,
	SI_STASIS = 356,
	SI_WUGRIDER = 357,
	SI_WUGDASH = 358,
	SI_WUGBITE = 359,
	SI_CAMOUFLAGE = 360,
	SI_ACCELERATION = 361,
	SI_HOVERING = 362,
	SI_SUMMON1 = 363,
	SI_SUMMON2 = 364,
	SI_SUMMON3 = 365,
	SI_SUMMON4 = 366,
	SI_SUMMON5 = 367,
	SI_MVPCARD_TAOGUNKA = 368,
	SI_MVPCARD_MISTRESS = 369,
	SI_MVPCARD_ORCHERO = 370,
	SI_MVPCARD_ORCLORD = 371,
	SI_OVERHEAT_LIMITPOINT = 372,
	SI_OVERHEAT = 373,
	SI_SHAPESHIFT = 374,
	SI_INFRAREDSCAN = 375,
	SI_MAGNETICFIELD = 376,
	SI_NEUTRALBARRIER = 377,
	SI_NEUTRALBARRIER_MASTER = 378,
	SI_STEALTHFIELD = 379,
	SI_STEALTHFIELD_MASTER = 380,
	SI_MANU_ATK = 381,
	SI_MANU_DEF = 382,
	SI_SPL_ATK = 383,
	SI_SPL_DEF = 384,
	SI_REPRODUCE = 385,
	SI_MANU_MATK = 386,
	SI_SPL_MATK = 387,
	SI_STR_SCROLL = 388,
	SI_INT_SCROLL = 389,
	SI_LG_REFLECTDAMAGE = 390,
	SI_FORCEOFVANGUARD = 391,
	SI_BUCHEDENOEL = 392,
	SI_AUTOSHADOWSPELL = 393,
	SI_SHADOWFORM = 394,
	SI_RAID = 395,
	SI_SHIELDSPELL_DEF = 396,
	SI_SHIELDSPELL_MDEF = 397,
	SI_SHIELDSPELL_REF = 398,
	SI_BODYPAINT = 399,
	SI_EXEEDBREAK = 400,
	SI_ADORAMUS = 401,
	SI_PRESTIGE = 402,
	SI_INVISIBILITY = 403,
	SI_DEADLYINFECT = 404,
	SI_BANDING = 405,
	SI_EARTHDRIVE = 406,
	SI_INSPIRATION = 407,
	SI_ENERVATION = 408,
	SI_GROOMY = 409,
	SI_RAISINGDRAGON = 410,
	SI_IGNORANCE = 411,
	SI_LAZINESS = 412,
	SI_LIGHTNINGWALK = 413,
	SI_ACARAJE = 414,
	SI_UNLUCKY = 415,
	SI_CURSEDCIRCLE_ATKER = 416,
	SI_CURSEDCIRCLE_TARGET = 417,
	SI_WEAKNESS = 418,
	SI_CRESCENTELBOW = 419,
	SI_NOEQUIPACCESSARY = 420,
	SI_STRIPACCESSARY = 421,
	SI_MANHOLE = 422,
	SI_POPECOOKIE = 423,
	SI_FALLENEMPIRE = 424,
	SI_GENTLETOUCH_ENERGYGAIN = 425,
	SI_GENTLETOUCH_CHANGE = 426,
	SI_GENTLETOUCH_REVITALIZE = 427,
	SI_BLOODYLUST = 428,
	SI_SWING = 429,
	SI_SYMPHONY_LOVE = 430,
	SI_PROPERTYWALK = 431,
	SI_SPELLFIST = 432,
	SI_NETHERWORLD = 433,
	SI_SIREN = 434,
	SI_DEEP_SLEEP = 435,
	SI_SIRCLEOFNATURE = 436,
	SI_COLD = 437,
	SI_GLOOMYDAY = 438,
	SI_SONG_OF_MANA = 439,
	SI_CLOUD_KILL = 440,
	SI_DANCE_WITH_WUG = 441,
	SI_RUSH_WINDMILL = 442,
	SI_ECHOSONG = 443,
	SI_HARMONIZE = 444,
	SI_STRIKING = 445,
	SI_WARMER = 446,
	SI_MOONLIT_SERENADE = 447,
	SI_SATURDAY_NIGHT_FEVER = 448,
	SI_SITDOWN_FORCE = 449,
	SI_ANALYZE = 450,
	SI_LERADS_DEW = 451,
	SI_MELODYOFSINK = 452,
	SI_BEYOND_OF_WARCRY = 453,
	SI_UNLIMITED_HUMMING_VOICE = 454,
	SI_SPELLBOOK1 = 455,
	SI_SPELLBOOK2 = 456,
	SI_SPELLBOOK3 = 457,
	SI_FREEZE_SP = 458,
	SI_GN_TRAINING_SWORD = 459,
	SI_GN_REMODELING_CART = 460,
	SI_GN_CARTBOOST = 461,
	SI_FIXEDCASTINGTM_REDUCE = 462,
	SI_THORNS_TRAP = 463,
	SI_BLOOD_SUCKER = 464,
	SI_SPORE_EXPLOSION = 465,
	SI_DEMONIC_FIRE = 466,
	SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
	SI_FIRE_EXPANSION_TEAR_GAS = 468,
	SI_BLOCKING_PLAY = 469,
	SI_MANDRAGORA = 470,
	SI_ACTIVATE = 471,
	SI_AB_SECRAMENT = 472,
	SI_ASSUMPTIO2 = 473,
	SI_TK_SEVENWIND = 474,
	SI_LIMIT_ODINS_RECALL = 475,
	SI_STOMACHACHE = 476,
	SI_MYSTERIOUS_POWDER = 477,
	SI_MELON_BOMB = 478,
	SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
	SI_PROMOTE_HEALTH_RESERCH = 480,
	SI_ENERGY_DRINK_RESERCH = 481,
	SI_EXTRACT_WHITE_POTION_Z = 482,
	SI_VITATA_500 = 483,
	SI_EXTRACT_SALAMINE_JUICE = 484,
	SI_BOOST500 = 485,
	SI_FULL_SWING_K = 486,
	SI_MANA_PLUS = 487,
	SI_MUSTLE_M = 488,
	SI_LIFE_FORCE_F = 489,
	SI_VACUUM_EXTREME = 490,
	SI_SAVAGE_STEAK = 491,
	SI_COCKTAIL_WARG_BLOOD = 492,
	SI_MINOR_BBQ = 493,
	SI_SIROMA_ICE_TEA = 494,
	SI_DROCERA_HERB_STEAMED = 495,
	SI_PUTTI_TAILS_NOODLES = 496,
	SI_BANANA_BOMB = 497,
	SI_SUMMON_AGNI = 498,
	SI_SPELLBOOK4 = 499,
	SI_SPELLBOOK5 = 500,
	SI_SPELLBOOK6 = 501,
	SI_SPELLBOOK7 = 502,
	SI_ELEMENTAL_AGGRESSIVE = 503,
	SI_RETURN_TO_ELDICASTES = 504,
	SI_BANDING_DEFENCE = 505,
	SI_SKELSCROLL = 506,
	SI_DISTRUCTIONSCROLL = 507,
	SI_ROYALSCROLL = 508,
	SI_IMMUNITYSCROLL = 509,
	SI_MYSTICSCROLL = 510,
	SI_BATTLESCROLL = 511,
	SI_ARMORSCROLL = 512,
	SI_FREYJASCROLL = 513,
	SI_SOULSCROLL = 514,
	SI_CIRCLE_OF_FIRE = 515,
	SI_CIRCLE_OF_FIRE_OPTION = 516,
	SI_FIRE_CLOAK = 517,
	SI_FIRE_CLOAK_OPTION = 518,
	SI_WATER_SCREEN = 519,
	SI_WATER_SCREEN_OPTION = 520,
	SI_WATER_DROP = 521,
	SI_WATER_DROP_OPTION = 522,
	SI_WIND_STEP = 523,
	SI_WIND_STEP_OPTION = 524,
	SI_WIND_CURTAIN = 525,
	SI_WIND_CURTAIN_OPTION = 526,
	SI_WATER_BARRIER = 527,
	SI_ZEPHYR = 528,
	SI_SOLID_SKIN = 529,
	SI_SOLID_SKIN_OPTION = 530,
	SI_STONE_SHIELD = 531,
	SI_STONE_SHIELD_OPTION = 532,
	SI_POWER_OF_GAIA = 533,
	//SI_EL_WAIT = 534,
	//SI_EL_PASSIVE = 535,
	//SI_EL_DEFENSIVE = 536,
	//SI_EL_OFFENSIVE = 537,
	//SI_EL_COST = 538,
	SI_PYROTECHNIC = 539,
	SI_PYROTECHNIC_OPTION = 540,
	SI_HEATER = 541,
	SI_HEATER_OPTION = 542,
	SI_TROPIC = 543,
	SI_TROPIC_OPTION = 544,
	SI_AQUAPLAY = 545,
	SI_AQUAPLAY_OPTION = 546,
	SI_COOLER = 547,
	SI_COOLER_OPTION = 548,
	SI_CHILLY_AIR = 549,
	SI_CHILLY_AIR_OPTION = 550,
	SI_GUST = 551,
	SI_GUST_OPTION = 552,
	SI_BLAST = 553,
	SI_BLAST_OPTION = 554,
	SI_WILD_STORM = 555,
	SI_WILD_STORM_OPTION = 556,
	SI_PETROLOGY = 557,
	SI_PETROLOGY_OPTION = 558,
	SI_CURSED_SOIL = 559,
	SI_CURSED_SOIL_OPTION = 560,
	SI_UPHEAVAL = 561,
	SI_UPHEAVAL_OPTION = 562,
	SI_TIDAL_WEAPON = 563,
	SI_TIDAL_WEAPON_OPTION = 564,
	SI_ROCK_CRUSHER = 565,
	SI_ROCK_CRUSHER_ATK = 566,
	SI_FIRE_INSIGNIA = 567,
	SI_WATER_INSIGNIA = 568,
	SI_WIND_INSIGNIA = 569,
	SI_EARTH_INSIGNIA = 570,
	SI_EQUIPED_FLOOR = 571,
	SI_GUARDIAN_RECALL = 572,
	SI_MORA_BUFF = 573,
	SI_REUSE_LIMIT_G = 574,
	SI_REUSE_LIMIT_H = 575,
	SI_NEEDLE_OF_PARALYZE = 576,
	SI_PAIN_KILLER = 577,
	SI_G_LIFEPOTION = 578,
	SI_VITALIZE_POTION = 579,
	SI_LIGHT_OF_REGENE = 580,
	SI_OVERED_BOOST = 581,
	SI_SILENT_BREEZE = 582,
	SI_ODINS_POWER = 583,
	SI_STYLE_CHANGE = 584,
	SI_SONIC_CLAW_POSTDELAY = 585,
	//ID's 586 - 595 Currently Unused
	SI_SILVERVEIN_RUSH_POSTDELAY = 596,
	SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
	SI_GOLDENE_FERSE = 598,
	SI_ANGRIFFS_MODUS = 599,
	SI_TINDER_BREAKER = 600,
	SI_TINDER_BREAKER_POSTDELAY = 601,
	SI_CBC = 602,
	SI_CBC_POSTDELAY = 603,
	SI_EQC = 604,
	SI_MAGMA_FLOW = 605,
	SI_GRANITIC_ARMOR = 606,
	SI_PYROCLASTIC = 607,
	SI_VOLCANIC_ASH = 608,
	SI_SPIRITS_SAVEINFO1 = 609,
	SI_SPIRITS_SAVEINFO2 = 610,
	SI_MAGIC_CANDY = 611,
	SI_SEARCH_STORE_INFO = 612,
	SI_ALL_RIDING = 613,
	SI_ALL_RIDING_REUSE_LIMIT = 614,
	SI_MACRO = 615,
	SI_MACRO_POSTDELAY = 616,
	SI_BEER_BOTTLE_CAP = 617,
	SI_OVERLAPEXPUP = 618,
	SI_PC_IZ_DUN05 = 619,
	SI_CRUSHSTRIKE = 620,
	SI_MONSTER_TRANSFORM = 621,
	SI_SIT = 622,
	SI_ONAIR = 623,
	SI_MTF_ASPD = 624,
	SI_MTF_RANGEATK = 625,
	SI_MTF_MATK = 626,
	SI_MTF_MLEATKED = 627,
	SI_MTF_CRIDAMAGE = 628,
	SI_REUSE_LIMIT_MTF = 629,
	SI_MACRO_PERMIT = 630,
	SI_MACRO_PLAY = 631,
	SI_SKF_CAST = 632,
	SI_SKF_ASPD = 633,
	SI_SKF_ATK = 634,
	SI_SKF_MATK = 635,
	SI_REWARD_PLUSONLYJOBEXP = 636,
	SI_HANDICAPSTATE_NORECOVER = 637,
	SI_SET_NUM_DEF = 638,
	SI_SET_NUM_MDEF = 639,
	SI_SET_PER_DEF = 640,
	SI_SET_PER_MDEF = 641,
	SI_PARTYBOOKING_SEARCH_DELAY = 642,
	SI_PARTYBOOKING_REGISTER_DELAY = 643,
	SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
	SI_KO_JYUMONJIKIRI = 645,
	SI_MEIKYOUSISUI = 646,
	SI_ATTHASTE_CASH = 647,
	SI_EQUIPPED_DIVINE_ARMOR = 648,
	SI_EQUIPPED_HOLY_ARMOR = 649,
	SI_2011RWC = 650,
	SI_KYOUGAKU = 651,
	SI_IZAYOI = 652,
	SI_ZENKAI = 653,
	SI_KG_KAGEHUMI = 654,
	SI_KYOMU = 655,
	SI_KAGEMUSYA = 656,
	SI_ZANGETSU = 657,
	SI_PHI_DEMON = 658,
	SI_GENSOU = 659,
	SI_AKAITSUKI = 660,
	SI_TETANY = 661,
	SI_GM_BATTLE = 662,
	SI_GM_BATTLE2 = 663,
	SI_2011RWC_SCROLL = 664,
	SI_ACTIVE_MONSTER_TRANSFORM = 665,
	SI_MYSTICPOWDER = 666,
	SI_ECLAGE_RECALL = 667,
	SI_ENTRY_QUEUE_APPLY_DELAY = 668,
	SI_REUSE_LIMIT_ECL = 669,
	SI_M_LIFEPOTION = 670,
	SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
	SI_UNKNOWN_NAME = 672,
	SI_ON_PUSH_CART = 673,
	SI_HAT_EFFECT = 674,
	SI_FLOWER_LEAF = 675,
	SI_RAY_OF_PROTECTION = 676,
	SI_GLASTHEIM_ATK = 677,
	SI_GLASTHEIM_DEF = 678,
	SI_GLASTHEIM_HEAL = 679,
	SI_GLASTHEIM_HIDDEN = 680,
	SI_GLASTHEIM_STATE = 681,
	SI_GLASTHEIM_ITEMDEF = 682,
	SI_GLASTHEIM_HPSP = 683,
	SI_HOMUN_SKILL_POSTDELAY = 684,
	SI_ALMIGHTY = 685,
	SI_GVG_GIANT = 686,
	SI_GVG_GOLEM = 687,
	SI_GVG_STUN = 688,
	SI_GVG_STONE = 689,
	SI_GVG_FREEZ = 690,
	SI_GVG_SLEEP = 691,
	SI_GVG_CURSE = 692,
	SI_GVG_SILENCE = 693,
	SI_GVG_BLIND = 694,
	SI_CLIENT_ONLY_EQUIP_ARROW = 695,
	SI_CLAN_INFO = 696,
	SI_JP_EVENT01 = 697,
	SI_JP_EVENT02 = 698,
	SI_JP_EVENT03 = 699,
	SI_JP_EVENT04 = 700,
	SI_TELEPORT_FIXEDCASTINGDELAY = 701,
	SI_GEFFEN_MAGIC1 = 702,
	SI_GEFFEN_MAGIC2 = 703,
	SI_GEFFEN_MAGIC3 = 704,
	SI_QUEST_BUFF1 = 705,
	SI_QUEST_BUFF2 = 706,
	SI_QUEST_BUFF3 = 707,
	SI_REUSE_LIMIT_RECALL = 708,
	SI_SAVEPOSITION = 709,
	SI_HANDICAPSTATE_ICEEXPLO = 710,
	SI_FENRIR_CARD = 711,
	SI_REUSE_LIMIT_ASPD_POTION = 712,
	SI_MAXPAIN = 713,
	SI_PC_STOP = 714,
	SI_FRIGG_SONG = 715,
	SI_OFFERTORIUM = 716,
	SI_TELEKINESIS_INTENSE = 717,
	SI_MOONSTAR = 718,
	SI_STRANGELIGHTS = 719,
	SI_FULL_THROTTLE = 720,
	SI_REBOUND = 721,
	SI_UNLIMIT = 722,
	SI_KINGS_GRACE = 723,
	SI_ITEM_ATKMAX = 724,
	SI_ITEM_ATKMIN = 725,
	SI_ITEM_MATKMAX = 726,
	SI_ITEM_MATKMIN = 727,
	SI_SUPER_STAR = 728,
	SI_HIGH_RANKER = 729,
	SI_DARKCROW = 730,
	SI_2013_VALENTINE1 = 731,
	SI_2013_VALENTINE2 = 732,
	SI_2013_VALENTINE3 = 733,
	SI_ILLUSIONDOPING = 734,
	SI_WIDEWEB = 735,
	SI_CHILL = 736,
	SI_BURNT = 737,
	SI_PCCAFE_PLAY_TIME = 738,
	SI_TWISTED_TIME = 739,
	SI_FLASHCOMBO = 740,
	SI_JITTER_BUFF1 = 741,
	SI_JITTER_BUFF2 = 742,
	SI_JITTER_BUFF3 = 743,
	SI_JITTER_BUFF4 = 744,
	SI_JITTER_BUFF5 = 745,
	SI_JITTER_BUFF6 = 746,
	SI_JITTER_BUFF7 = 747,
	SI_JITTER_BUFF8 = 748,
	SI_JITTER_BUFF9 = 749,
	SI_JITTER_BUFF10 = 750,
	SI_CUP_OF_BOZA = 751,
	SI_B_TRAP = 752,
	SI_E_CHAIN = 753,
	SI_E_QD_SHOT_READY = 754,
	SI_C_MARKER = 755,
	SI_H_MINE = 756,
	SI_H_MINE_SPLASH = 757,
	SI_P_ALTER = 758,
	SI_HEAT_BARREL = 759,
	SI_ANTI_M_BLAST = 760,
	SI_SLUGSHOT = 761,
	SI_SWORDCLAN = 762,
	SI_ARCWANDCLAN = 763,
	SI_GOLDENMACECLAN = 764,
	SI_CROSSBOWCLAN = 765,
	SI_PACKING_ENVELOPE1 = 766,
	SI_PACKING_ENVELOPE2 = 767,
	SI_PACKING_ENVELOPE3 = 768,
	SI_PACKING_ENVELOPE4 = 769,
	SI_PACKING_ENVELOPE5 = 770,
	SI_PACKING_ENVELOPE6 = 771,
	SI_PACKING_ENVELOPE7 = 772,
	SI_PACKING_ENVELOPE8 = 773,
	SI_PACKING_ENVELOPE9 = 774,
	SI_PACKING_ENVELOPE10 = 775,
	SI_GLASTHEIM_TRANS = 776,
	SI_ZONGZI_POUCH_TRANS = 777,
	SI_HEAT_BARREL_AFTER = 778,
	SI_DECORATION_OF_MUSIC = 779,
	SI_OVERSEAEXPUP = 780,
	SI_CLOWN_N_GYPSY_CARD = 781,
	SI_OPEN_NPC_MARKET = 782,
	SI_BEEF_RIB_STEW = 783,
	SI_PORK_RIB_STEW = 784,
	SI_CHUSEOK_MONDAY = 785,
	SI_CHUSEOK_TUESDAY = 786,
	SI_CHUSEOK_WEDNESDAY = 787,
	SI_CHUSEOK_THURSDAY = 788,
	SI_CHUSEOK_FRIDAY = 789,
	SI_CHUSEOK_WEEKEND = 790,
	SI_ALL_LIGHTGUARD = 791,
	SI_ALL_LIGHTGUARD_COOL_TIME = 792,
	SI_MTF_MHP = 793,
	SI_MTF_MSP = 794,
	SI_MTF_PUMPKIN = 795,
	SI_MTF_HITFLEE = 796,
	SI_MTF_CRIDAMAGE2 = 797,
	SI_MTF_SPDRAIN = 798,
	SI_ACUO_MINT_GUM = 799,
	SI_S_HEALPOTION = 800,
	SI_REUSE_LIMIT_S_HEAL_POTION = 801,
	SI_PLAYTIME_STATISTICS = 802,
	SI_GN_CHANGEMATERIAL_OPERATOR = 803,
	SI_GN_MIX_COOKING_OPERATOR = 804,
	SI_GN_MAKEBOMB_OPERATOR = 805,
	SI_GN_S_PHARMACY_OPERATOR = 806,
	SI_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR = 807,
	SI_SO_EL_ANALYSIS_COMBINATION_OPERATOR = 808,
	SI_NC_MAGICDECOY_OPERATOR = 809,
	SI_GUILD_STORAGE = 810,
	SI_GC_POISONINGWEAPON_OPERATOR = 811,
	SI_WS_WEAPONREFINE_OPERATOR = 812,
	SI_BS_REPAIRWEAPON_OPERATOR = 813,
	SI_GET_MAILBOX = 814,
	SI_JUMPINGCLAN = 815,
	SI_JP_OTP = 816,
	SI_HANDICAPTOLERANCE_LEVELGAP = 817,
	SI_MTF_RANGEATK2 = 818,
	SI_MTF_ASPD2 = 819,
	SI_MTF_MATK2 = 820,
	SI_SHOW_NPCHPBAR = 821,
	SI_FLOWERSMOKE = 822,
	SI_FSTONE = 823,
	SI_DAILYSENDMAILCNT = 824,
	SI_QSCARABA = 825,
	SI_LJOSALFAR = 826,
	SI_PAD_READER_KNIGHT = 827,
	SI_PAD_READER_CRUSADER = 828,
	SI_PAD_READER_BLACKSMITH = 829,
	SI_PAD_READER_ALCHEMIST = 830,
	SI_PAD_READER_ASSASSIN = 831,
	SI_PAD_READER_ROGUE = 832,
	SI_PAD_READER_WIZARD = 833,
	SI_PAD_READER_SAGE = 834,
	SI_PAD_READER_PRIEST = 835,
	SI_PAD_READER_MONK = 836,
	SI_PAD_READER_HUNTER = 837,
	SI_PAD_READER_BARD = 838,
	SI_PAD_READER_DANCER = 839,
	SI_PAD_READER_TAEKWON = 840,
	SI_PAD_READER_NINJA = 841,
	SI_PAD_READER_GUNSLINGER = 842,
	SI_PAD_READER_SUPERNOVICE = 843,
	SI_ESSENCE_OF_TIME = 844,
	SI_MINIGAME_ROULETTE = 845,
	SI_MINIGAME_GOLD_POINT = 846,
	SI_MINIGAME_SILVER_POINT = 847,
	SI_MINIGAME_BRONZE_POINT = 848,
	SI_HAPPINESS_STAR = 849,
	SI_SUMMEREVENT01 = 850,
	SI_SUMMEREVENT02 = 851,
	SI_SUMMEREVENT03 = 852,
	SI_SUMMEREVENT04 = 853,
	SI_SUMMEREVENT05 = 854,
	SI_MINIGAME_ROULETTE_BONUS_ITEM = 855,
	SI_DRESS_UP = 856,
	SI_MAPLE_FALLS = 857,
	SI_ALL_NIFLHEIM_RECALL = 858,
	SI_MTF_MARIONETTE = 860,
	SI_MTF_LUDE = 861,
	SI_MTF_CRUISER = 862,
	SI_DRACULA_CARD = 865,
	SI_LIMIT_POWER_BOOSTER = 867,
	SI_TIME_ACCESSORY = 872,
	SI_EP16_DEF = 873,
	SI_BODYSTATE_STONECURSE = 875,
	SI_BODYSTATE_FREEZING = 876,
	SI_BODYSTATE_STUN = 877,
	SI_BODYSTATE_SLEEP = 878,
	SI_BODYSTATE_UNDEAD = 879,
	SI_BODYSTATE_STONECURSE_ING = 880,
	SI_BODYSTATE_BURNNING = 881,
	SI_BODYSTATE_IMPRISON = 882,
	SI_HEALTHSTATE_POISON = 883,
	SI_HEALTHSTATE_CURSE = 884,
	SI_HEALTHSTATE_SILENCE = 885,
	SI_HEALTHSTATE_CONFUSION = 886,
	SI_HEALTHSTATE_BLIND = 887,
	SI_HEALTHSTATE_ANGELUS = 888,
	SI_HEALTHSTATE_BLOODING = 889,
	SI_HEALTHSTATE_HEAVYPOISON = 890,
	SI_HEALTHSTATE_FEAR = 891,
	SI_ATTACK_PROPERTY_NOTHING = 897,
	SI_ATTACK_PROPERTY_WATER = 898,
	SI_ATTACK_PROPERTY_GROUND = 899,
	SI_ATTACK_PROPERTY_FIRE = 900,
	SI_ATTACK_PROPERTY_WIND = 901,
	SI_ATTACK_PROPERTY_POISON = 902,
	SI_ATTACK_PROPERTY_SAINT = 903,
	SI_ATTACK_PROPERTY_DARKNESS = 904,
	SI_ATTACK_PROPERTY_TELEKINESIS = 905,
	SI_ATTACK_PROPERTY_UNDEAD = 906,
	SI_RESIST_PROPERTY_NOTHING = 907,
	SI_RESIST_PROPERTY_WATER = 908,
	SI_RESIST_PROPERTY_GROUND = 909,
	SI_RESIST_PROPERTY_FIRE = 910,
	SI_RESIST_PROPERTY_WIND = 911,
	SI_RESIST_PROPERTY_POISON = 912,
	SI_RESIST_PROPERTY_SAINT = 913,
	SI_RESIST_PROPERTY_DARKNESS = 914,
	SI_RESIST_PROPERTY_TELEKINESIS = 915,
	SI_RESIST_PROPERTY_UNDEAD = 916,
	SI_RUNEHELM = 925,
	SI_HELM_VERKANA = 926,
	SI_HELM_RHYDO = 927,
	SI_HELM_TURISUS = 928,
	SI_HELM_HAGALAS = 929,
	SI_HELM_ISIA = 930,
	SI_HELM_ASIR = 931,
	SI_HELM_URJ = 932,
	SI_MAX,
};

// JOINTBEAT stackable ailments
enum e_joint_break
{
	BREAK_ANKLE	= 0x01, // MoveSpeed reduced by 50%
	BREAK_WRIST	= 0x02, // ASPD reduced by 25%
	BREAK_KNEE	= 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
	BREAK_SHOULDER	= 0x08, // DEF reduced by 50%
	BREAK_WAIST	= 0x10, // DEF reduced by 25%, ATK reduced by 25%
	BREAK_NECK	= 0x20, // Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
	BREAK_FLAGS	= BREAK_ANKLE|BREAK_WRIST|BREAK_KNEE|BREAK_SHOULDER|BREAK_WAIST|BREAK_NECK,
};

extern short current_equip_item_index;
extern unsigned int current_equip_combo_pos;
extern int current_equip_card_id;

//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
	MD_CANMOVE		= 0x000001,
	MD_LOOTER		= 0x000002,
	MD_AGGRESSIVE		= 0x000004,
	MD_ASSIST		= 0x000008,
	MD_CASTSENSOR_IDLE	= 0x000010,
	MD_BOSS			= 0x000020,
	MD_PLANT		= 0x000040,
	MD_CANATTACK		= 0x000080,
	MD_DETECTOR		= 0x000100,
	MD_CASTSENSOR_CHASE	= 0x000200,
	MD_CHANGECHASE		= 0x000400,
	MD_ANGRY		= 0x000800,
	MD_CHANGETARGET_MELEE	= 0x001000,
	MD_CHANGETARGET_CHASE	= 0x002000,
	MD_TARGETWEAK		= 0x004000,
	MD_RANDOMTARGET		= 0x008000,
	MD_IGNOREMELEE		= 0x010000, //Takes 1 HP damage from melee physical attacks
	MD_IGNOREMAGIC		= 0x020000, //Takes 1 HP damage from magic
	MD_IGNORERANGED		= 0x040000, //Takes 1 HP damage from ranged physical attacks
	MD_MVP			= 0x080000, //MVP - instant kill / coma-like skills don't work
	MD_IGNOREMISC		= 0x100000, //Takes 1 HP damage from "none" attack type
	MD_KNOCKBACK_IMMUNE	= 0x200000, //Can't be knocked back
	MD_NORANDOM_WALK	= 0x400000,
	MD_NOCAST_SKILL		= 0x800000,
};
#define MD_MASK 0x00FFFF
#define ATR_MASK 0xFF0000

//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)

//OPT1: (BODYSTATE_) Non stackable status changes
enum sc_opt1 {
	OPT1_STONE = 1, //Petrified
	OPT1_FREEZE,
	OPT1_STUN,
	OPT1_SLEEP,
	//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other OPT1 changes)
	OPT1_STONEWAIT = 6, //Petrifying
	OPT1_BURNING,
	OPT1_FREEZING,
	OPT1_IMPRISON,
	OPT1_CRYSTALIZE,
};

//OPT2: (HEALTHSTATE_) Stackable status changes
enum sc_opt2 {
	OPT2_POISON		= 0x0001,
	OPT2_CURSE		= 0x0002,
	OPT2_SILENCE		= 0x0004,
	OPT2_SIGNUMCRUCIS	= 0x0008, //Confusion
	OPT2_BLIND		= 0x0010,
	OPT2_ANGELUS		= 0x0020,
	OPT2_BLEEDING		= 0x0040,
	OPT2_DPOISON		= 0x0080,
	OPT2_FEAR		= 0x0100,
};

//OPT3: (SHOW_EFST_)
enum sc_opt3 {
	OPT3_NORMAL		= 0x00000000,
	OPT3_QUICKEN		= 0x00000001,
	OPT3_OVERTHRUST		= 0x00000002,
	OPT3_ENERGYCOAT		= 0x00000004,
	OPT3_EXPLOSIONSPIRITS	= 0x00000008,
	OPT3_STEELBODY		= 0x00000010,
	OPT3_BLADESTOP		= 0x00000020,
	OPT3_AURABLADE		= 0x00000040,
	OPT3_BERSERK		= 0x00000080,
	OPT3_LIGHTBLADE		= 0x00000100,
	OPT3_MOONLIT		= 0x00000200,
	OPT3_MARIONETTE		= 0x00000400,
	OPT3_ASSUMPTIO		= 0x00000800,
	OPT3_WARM		= 0x00001000,
	OPT3_KAITE		= 0x00002000,
	OPT3_BUNSIN		= 0x00004000,
	OPT3_SOULLINK		= 0x00008000,
	OPT3_UNDEAD		= 0x00010000,
	OPT3_CONTRACT		= 0x00020000,
};

//OPTION: (EFFECTSTATE_)
enum e_option {
	OPTION_NOTHING		= 0x00000000,
	OPTION_SIGHT		= 0x00000001,
	OPTION_HIDE		= 0x00000002,
	OPTION_CLOAK		= 0x00000004,
	OPTION_FALCON		= 0x00000010,
	OPTION_RIDING		= 0x00000020,
	OPTION_INVISIBLE	= 0x00000040,
	OPTION_ORCISH		= 0x00000800,
	OPTION_WEDDING		= 0x00001000,
	OPTION_RUWACH		= 0x00002000,
	OPTION_CHASEWALK	= 0x00004000,
	OPTION_FLYING		= 0x00008000, //NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
	OPTION_XMAS		= 0x00010000,
	OPTION_TRANSFORM	= 0x00020000,
	OPTION_SUMMER		= 0x00040000,
	OPTION_DRAGON1		= 0x00080000,
	OPTION_WUG		= 0x00100000,
	OPTION_WUGRIDER		= 0x00200000,
	OPTION_MADOGEAR		= 0x00400000,
	OPTION_DRAGON2		= 0x00800000,
	OPTION_DRAGON3		= 0x01000000,
	OPTION_DRAGON4		= 0x02000000,
	OPTION_DRAGON5		= 0x04000000,
	OPTION_HANBOK		= 0x08000000,
	OPTION_OKTOBERFEST	= 0x10000000,

#ifndef NEW_CARTS
	OPTION_CART1	= 0x00000008,
	OPTION_CART2	= 0x00000080,
	OPTION_CART3	= 0x00000100,
	OPTION_CART4	= 0x00000200,
	OPTION_CART5	= 0x00000400,

	//Compound constant for older carts
	OPTION_CART	= OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
#endif

	//Compound constants
	OPTION_DRAGON	= OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
	OPTION_COSTUME	= OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST,
};

//Defines for the manner system [Skotlex]
enum manner_flags
{
	MANNER_NOCHAT		= 0x01,
	MANNER_NOSKILL		= 0x02,
	MANNER_NOCOMMAND	= 0x04,
	MANNER_NOITEM		= 0x08,
	MANNER_NOROOM		= 0x10,
};

/* Status Change State Flags */
enum scs_flag {
	SCS_NOMOVECOND		= 0x00000001, /* Cond flag for nomove */
	SCS_NOMOVE		= 0x00000002, /* Unit unable to move */
	SCS_NOPICKITEMCOND	= 0x00000004, /* Cond flag for nopickitem */
	SCS_NOPICKITEM		= 0x00000008, /* Player unable to pick up items */
	SCS_NODROPITEMCOND	= 0x00000010, /* Cond flag for nodropitem */
	SCS_NODROPITEM		= 0x00000020, /* Player unable to drop items */
	SCS_NOCASTCOND		= 0x00000040, /* Cond flag for nocast */
	SCS_NOCAST		= 0x00000080, /* Unit unable to cast skills */
	SCS_NOCHAT		= 0x00000100, /* Unit can't talk */
	SCS_NOCHATCOND		= 0x00000200, /* Cond flag for notalk */
};

//Define flags for the status_calc_bl function [Skotlex]
enum scb_flag
{
	SCB_NONE	= 0x00000000,
	SCB_BASE	= 0x00000001,
	SCB_MAXHP	= 0x00000002,
	SCB_MAXSP	= 0x00000004,
	SCB_STR		= 0x00000008,
	SCB_AGI		= 0x00000010,
	SCB_VIT		= 0x00000020,
	SCB_INT		= 0x00000040,
	SCB_DEX		= 0x00000080,
	SCB_LUK		= 0x00000100,
	SCB_BATK	= 0x00000200,
	SCB_WATK	= 0x00000400,
	SCB_MATK	= 0x00000800,
	SCB_HIT		= 0x00001000,
	SCB_FLEE	= 0x00002000,
	SCB_DEF		= 0x00004000,
	SCB_DEF2	= 0x00008000,
	SCB_MDEF	= 0x00010000,
	SCB_MDEF2	= 0x00020000,
	SCB_SPEED	= 0x00040000,
	SCB_ASPD	= 0x00080000,
	SCB_DSPD	= 0x00100000,
	SCB_CRI		= 0x00200000,
	SCB_FLEE2	= 0x00400000,
	SCB_ATK_ELE	= 0x00800000,
	SCB_DEF_ELE	= 0x01000000,
	SCB_MODE	= 0x02000000,
	SCB_SIZE	= 0x04000000,
	SCB_RACE	= 0x08000000,
	SCB_RANGE	= 0x10000000,
	SCB_REGEN	= 0x20000000,
	SCB_DYE		= 0x40000000, // force cloth-dye change to 0 to avoid client crashes.

	SCB_BATTLE	= 0x3FFFFFFE,
	SCB_ALL		= 0x3FFFFFFF
};

enum e_status_calc_opt {
	SCO_NONE  = 0x0,
	SCO_FIRST = 0x1, //Trigger the calculations that should take place only onspawn/once, process base status initialization code
	SCO_FORCE = 0x2, //Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
};

//Enum for bonus_script's flag [Cydh]
enum e_bonus_script_flags {
	BSF_REM_ON_DEAD             = 0x001,  //Removed when dead
	BSF_REM_ON_DISPELL          = 0x002,  //Removed by Dispell
	BSF_REM_ON_CLEARANCE        = 0x004,  //Removed by Clearance
	BSF_REM_ON_LOGOUT           = 0x008,  //Removed when player logged out
	BSF_REM_ON_BANISHING_BUSTER = 0x010,  //Removed by Banishing Buster
	BSF_REM_ON_REFRESH          = 0x020,  //Removed by Refresh
	BSF_REM_ON_LUXANIMA         = 0x040,  //Removed by Luxanima
	BSF_REM_ON_MADOGEAR         = 0x080,  //Removed when Madogear is activated or deactivated
	BSF_REM_ON_DAMAGED          = 0x100,  //Removed when receive damage
	BSF_PERMANENT               = 0x200,  //Cannot be removed by sc_end SC_ALL

	//These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
	BSF_FORCE_REPLACE           = 0x400,  //Force to replace duplicated script by expanding the duration
	BSF_FORCE_DUPLICATE         = 0x800,  //Force to add duplicated script

	//These flags aren't part of 'bonus_script' scripting flags
	BSF_REM_ALL                 = 0x0,    //Remove all bonus script
	BSF_REM_BUFF                = 0x4000, //Remove positive buff if battle_config.debuff_on_logout&1
	BSF_REM_DEBUFF              = 0x8000, //Remove negative buff if battle_config.debuff_on_logout&2
};

//Enum for status_get_hpbonus and status_get_spbonus
enum e_status_bonus {
	STATUS_BONUS_FIX = 0,
	STATUS_BONUS_RATE = 1,
};

//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)

/** Basic damage info of a weapon
 * Required because players have two of these, one in status_data
 * and another for their left hand weapon.
 */
struct weapon_atk {
	unsigned short atk, atk2;
	unsigned short range;
	unsigned char ele;
#ifdef RENEWAL
	unsigned short matk;
	unsigned char wlv;
#endif
};

sc_type SkillStatusChangeTable[MAX_SKILL];   // skill  -> status
int StatusIconChangeTable[SC_MAX];           // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
unsigned int StatusChangeFlagTable[SC_MAX];  // status -> flags
int StatusSkillChangeTable[SC_MAX];          // status -> skill
int StatusRelevantBLTypes[SI_MAX];           // "icon" -> enum bl_type (for clif->status_change to identify for which bl types to send packets)
unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
bool StatusDisplayType[SC_MAX];

//For holding basic status (which can be modified by status changes)
struct status_data {
	unsigned int
		hp, sp, // See status_cpy before adding members before hp and sp
		max_hp, max_sp;
	short str, agi, vit, int_, dex, luk;
	unsigned short
		batk,
#ifdef RENEWAL
		watk, watk2,
		eatk,
#endif
		matk_min, matk_max,
		speed,
		amotion, adelay, dmotion;
	enum e_mode mode;
	short
		hit, flee, cri, flee2,
		def2, mdef2,
#ifdef RENEWAL_ASPD
		aspd_rate2,
#endif
		aspd_rate;

	//defType is RENEWAL dependent and defined in src/map/config/data/const.h
	defType def, mdef;

	short
		def_ele, ele_lv,
		size,
		race, //See enum e_race
		class_; //See enum e_classAE

	struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};

//Additional regen data that only players have.
struct regen_data_sub {
	unsigned short
		hp, sp;

	//tick accumulation before healing.
	struct {
		unsigned int hp, sp;
	} tick;

	//Regen rates (n/100)
	struct {
		unsigned short hp, sp;
	} rate;
};

//Regen data
struct regen_data {

	unsigned char flag; //Marks what stuff you may heal or not
	unsigned short hp, sp, shp, ssp;

	//Tick accumulation before healing
	struct {
		unsigned int hp, sp, shp, ssp;
	} tick;

	//Regen rates (n/100)
	struct {
		unsigned short hp, sp, shp, ssp;
	} rate;

	struct {
		unsigned walk: 1; //Can you regen even when walking?
		unsigned gc: 1;	//Tags when you should have double regen due to GVG castle
		unsigned overweight: 2; //overweight state (1: 50%, 2: 90%)
		unsigned block: 2; //Block regen flag (1: Hp, 2: Sp)
	} state;

	//skill-regen, sitting-skill-regen (since not all chars with regen need it)
	struct regen_data_sub *sregen, *ssregen;
};

//Status display entry
struct sc_display_entry {
	enum sc_type type;
	int val1, val2, val3;
};

//Status change entry
struct status_change_entry {
	int timer;
	int val1, val2, val3, val4;
};

//Status change
struct status_change {
	unsigned int option; //Effect state (bitfield)
	unsigned int opt3; //Skill state (bitfield)
	unsigned short opt1; //Body state
	unsigned short opt2; //Health state (bitfield)
	unsigned char count;
	//@TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive
	unsigned char jb_flag; //Joint Beat type flag
	struct {
		unsigned char move;
		unsigned char pickup;
		unsigned char drop;
		unsigned char cast;
		unsigned char chat;
	} cant; //Status change state flags
	//int sg_id; //ID of the previous Storm gust that hit you
	short pos_x, pos_y; //Point where src casted

//The Storm Gust counter was dropped in renewal
#ifndef RENEWAL
	unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
#endif
	unsigned char bs_counter; //Blood Sucker counter
	struct status_change_entry *data[SC_MAX];
};

//For looking up associated data
sc_type status_skill2sc(uint16 skill_id);
int status_sc2skill(sc_type sc);
unsigned int status_sc2scb_flag(sc_type sc);
int status_type2relevant_bl_types(int type);

int status_damage(struct block_list *src,struct block_list *target,int64 hp,int64 sp, int walkdelay, int flag);
//Define for standard HP damage attacks
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list *bl, int64 hp, int64 sp);
int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
//Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP, < 0 % of MaxHP/MaxSP
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill) ? 1 : 2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
int status_heal(struct block_list *bl, int64 in_hp, int64 in_sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp);

struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
defType status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_class_(bl) status_get_status_data(bl)->class_
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode

#define status_get_homstr(bl) (status->str + ((TBL_HOM *)bl)->homunculus.str_value)
#define status_get_homagi(bl) (status->agi + ((TBL_HOM *)bl)->homunculus.agi_value)
#define status_get_homvit(bl) (status->vit + ((TBL_HOM *)bl)->homunculus.vit_value)
#define status_get_homint(bl) (status->int_ + ((TBL_HOM *)bl)->homunculus.int_value)
#define status_get_homdex(bl) (status->dex + ((TBL_HOM *)bl)->homunculus.dex_value)
#define status_get_homluk(bl) (status->luk + ((TBL_HOM *)bl)->homunculus.luk_value)

int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_race2(struct block_list *bl);

struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);

int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);

int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, unsigned char flag);

//Short version, receives rate in 1->100 range, and does not uses a flag setting
#define sc_start(src, bl, type, rate, val1, tick) status_change_start(src, bl, type, 100 * (rate), val1, 0, 0, 0, tick, SCFLAG_NONE)
#define sc_start2(src, bl, type, rate, val1, val2, tick) status_change_start(src, bl, type, 100 * (rate), val1, val2, 0, 0, tick, SCFLAG_NONE)
#define sc_start4(src, bl, type, rate, val1, val2, val3, val4, tick) status_change_start(src, bl, type, 100 * (rate), val1, val2, val3, val4, tick, SCFLAG_NONE)
int status_change_start(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, unsigned char flag);

int status_change_end_(struct block_list *bl, enum sc_type type, int tid, const char *file, int line);
#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list *bl, va_list ap);
int status_change_clear(struct block_list *bl, int type);
void status_change_clear_buffs(struct block_list *bl, int type);

#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), SCO_NONE)
#define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
#define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, SCB_ALL, opt)
#define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, SCB_ALL, opt)
#define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, SCB_ALL, opt)
#define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
#define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, SCB_ALL, opt)
#define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, SCB_ALL, opt)

struct s_refine_info { //Bonus values and upgrade chances for refining equipment
	int chance[MAX_REFINE]; //Success chance
	int bonus[MAX_REFINE]; //Cumulative fixed bonus damage
	int randombonus_max[MAX_REFINE]; //Cumulative maximum random bonus damage
} refine_info[REFINE_TYPE_MAX];

void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt);
int status_calc_mob_(struct mob_data *md, enum e_status_calc_opt opt);
void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt);
int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt opt);
int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt);
int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt);
int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt);
int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt);

defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable);
short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable);
defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable);
short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable);

void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);

bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); //[Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]

int status_change_spread(struct block_list *src, struct block_list *bl, bool type);

#ifndef RENEWAL
	unsigned short status_base_matk_min(const struct status_data *status);
#else
	unsigned short status_weapon_atk(struct weapon_atk *watk);
	unsigned short status_base_matk(struct block_list *bl, const struct status_data *status, int level);
#endif

unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min);
void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min);
int status_get_matk(struct block_list *bl, int flag);

int status_readdb(void);
int do_init_status(void);
void do_final_status(void);

#endif /* _STATUS_H_ */
